Really? I can't find that rule. All I can see is that super-heavies lose HP to glancing hits like normal, and that haywires glance or penetrate on 2+.Jochmann wrote:You know that EMP works against superheavies only on 6+?
boomwolf wrote:Deepstrike fusion saves the day then. even with 12 on the back, no ion shield and quite impossible to get cover-means its melta bait.
Especially considering the lancer has to get REALLY close to get anything done, as he does not even have a backup cannon, "just" a short-range supergun.
He will charge you quickly, and has enough attacks to do a number on anything, but as I learned-knights REALLY don't like fire warriors with EMP grenades. they make amazing anti-walker defense, superheavy or otherwise.
EMP's do seem to be the weapon of choice against these superheavies, but the Lancer has Hammer of Wrath, more attacks and a 5+ invul in combat, so fewer and fewer EMP hits are going to get through.
Da Skyman wrote:Really? I can't find that rule. All I can see is that super-heavies lose HP to glancing hits like normal, and that haywires glance or penetrate on 2+.
Forgeworld Email Response wrote:We will publish the rules for the R'varna in an official sense as soon as an appropriate book is produced. Up until that time they will remain in the Experimental phase as their rules may yet change unlike the Cerastus Knight Lancer.
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